// import * as Cesium from 'cesium';

const Cesium = window.Cesium;

/**
 *圆形扩大扫描圈
 * */
export function AddCircleScanPostStage(viewer, cartographicCenter, maxRadius, scanColor, duration) {
  var ScanSegmentShader =
    'uniform sampler2D colorTexture;\n' +
    'uniform sampler2D depthTexture;\n' +
    'in vec2 v_textureCoordinates;\n' +
    'uniform vec4 u_scanCenterEC;\n' +
    'uniform vec3 u_scanPlaneNormalEC;\n' +
    'uniform float u_radius;\n' +
    'uniform vec4 u_scanColor;\n' +
    'out vec4 fragColor;\n' +
    'vec4 toEye(in vec2 uv, in float depth)\n' +
    ' {\n' +
    ' vec2 xy = vec2((uv.x * 2.0 - 1.0),(uv.y * 2.0 - 1.0));\n' +
    ' vec4 posInCamera =czm_inverseProjection * vec4(xy, depth, 1.0);\n' +
    ' posInCamera =posInCamera / posInCamera.w;\n' +
    ' return posInCamera;\n' +
    ' }\n' +
    'vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point)\n' +
    '{\n' +
    'vec3 v01 = point -planeOrigin;\n' +
    'float d = dot(planeNormal, v01) ;\n' +
    'return (point - planeNormal * d);\n' +
    '}\n' +
    'float getDepth(in vec4 depth)\n' +
    '{\n' +
    'float z_window = czm_unpackDepth(depth);\n' +
    'z_window = czm_reverseLogDepth(z_window);\n' +
    'float n_range = czm_depthRange.near;\n' +
    'float f_range = czm_depthRange.far;\n' +
    'return (2.0 * z_window - n_range - f_range) / (f_range - n_range);\n' +
    '}\n' +
    'void main()\n' +
    '{\n' +
    'fragColor = texture(colorTexture, v_textureCoordinates);\n' +
    'float depth = getDepth( texture(depthTexture, v_textureCoordinates));\n' +
    'vec4 viewPos = toEye(v_textureCoordinates, depth);\n' +
    'vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz);\n' +
    'float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz);\n' +
    'if(dis < u_radius)\n' +
    '{\n' +
    'float f = 1.0 -abs(u_radius - dis) / u_radius;\n' +
    'f = pow(f, 4.0);\n' +
    'fragColor = mix(fragColor, u_scanColor, f);\n' +
    '}\n' +
    '}\n';

  var _Cartesian3Center = Cesium.Cartographic.toCartesian(cartographicCenter);
  var _Cartesian4Center = new Cesium.Cartesian4(_Cartesian3Center.x, _Cartesian3Center.y, _Cartesian3Center.z, 1);
  var _CartographicCenter1 = new Cesium.Cartographic(
    cartographicCenter.longitude,
    cartographicCenter.latitude,
    cartographicCenter.height + 500,
  );
  var _Cartesian3Center1 = Cesium.Cartographic.toCartesian(_CartographicCenter1);
  var _Cartesian4Center1 = new Cesium.Cartesian4(_Cartesian3Center1.x, _Cartesian3Center1.y, _Cartesian3Center1.z, 1);
  var _time = new Date().getTime();
  var _scratchCartesian4Center = new Cesium.Cartesian4();
  var _scratchCartesian4Center1 = new Cesium.Cartesian4();
  var _scratchCartesian3Normal = new Cesium.Cartesian3();
  var ScanPostStage = new Cesium.PostProcessStage({
    fragmentShader: ScanSegmentShader,
    uniforms: {
      u_scanCenterEC: function () {
        return Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
      },
      u_scanPlaneNormalEC: function () {
        var temp = Cesium.Matrix4.multiplyByVector(
          viewer.camera._viewMatrix,
          _Cartesian4Center,
          _scratchCartesian4Center,
        );
        var temp1 = Cesium.Matrix4.multiplyByVector(
          viewer.camera._viewMatrix,
          _Cartesian4Center1,
          _scratchCartesian4Center1,
        );

        _scratchCartesian3Normal.x = temp1.x - temp.x;
        _scratchCartesian3Normal.y = temp1.y - temp.y;
        _scratchCartesian3Normal.z = temp1.z - temp.z;
        Cesium.Cartesian3.normalize(_scratchCartesian3Normal, _scratchCartesian3Normal);

        return _scratchCartesian3Normal;
      },
      u_radius: function () {
        return (maxRadius * ((new Date().getTime() - _time) % duration)) / duration;
      },
      u_scanColor: scanColor,
    },
  });

  viewer.scene.postProcessStages.add(ScanPostStage);

  return ScanPostStage;
}

/**
     *添加圆形扩大扫描圈
     返回当前圆形扩大扫描圈对象  素材
    * */
export function addCircleScan(viewer, data) {
  viewer.scene.globe.depthTestAgainstTerrain = true; //防止移动、放大缩小会视觉偏移depthTestAgainstTerrain // 设置该属性为true之后，标绘将位于地形的顶部；如果设为false（默认值），那么标绘将位于平面上。缺陷：开启该属性有可能在切换图层时会引发标绘消失的bug。

  var CartographicCenter = new Cesium.Cartographic(Cesium.Math.toRadians(data.lon), Cesium.Math.toRadians(data.lat), 0); //中心位子

  return AddCircleScanPostStage(viewer, CartographicCenter, data.radius, data.scanColor, data.interval);
}

/**
 *区域雷达扫描
 * */
export function AddRadarScanPostStage(viewer, cartographicCenter, radius, scanColor, duration) {
  var ScanSegmentShader =
    'uniform sampler2D colorTexture;\n' +
    'uniform sampler2D depthTexture;\n' +
    'in vec2 v_textureCoordinates;\n' +
    'uniform vec4 u_scanCenterEC;\n' +
    'uniform vec3 u_scanPlaneNormalEC;\n' +
    'uniform vec3 u_scanLineNormalEC;\n' +
    'uniform float u_radius;\n' +
    'uniform vec4 u_scanColor;\n' +
    'out vec4 fragColor;\n' +
    'vec4 toEye(in vec2 uv, in float depth)\n' +
    ' {\n' +
    ' vec2 xy = vec2((uv.x * 2.0 - 1.0),(uv.y * 2.0 - 1.0));\n' +
    ' vec4 posInCamera =czm_inverseProjection * vec4(xy, depth, 1.0);\n' +
    ' posInCamera =posInCamera / posInCamera.w;\n' +
    ' return posInCamera;\n' +
    ' }\n' +
    'bool isPointOnLineRight(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt)\n' +
    '{\n' +
    'vec3 v01 = testPt - ptOnLine;\n' +
    'normalize(v01);\n' +
    'vec3 temp = cross(v01, lineNormal);\n' +
    'float d = dot(temp, u_scanPlaneNormalEC);\n' +
    'return d > 0.5;\n' +
    '}\n' +
    'vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point)\n' +
    '{\n' +
    'vec3 v01 = point -planeOrigin;\n' +
    'float d = dot(planeNormal, v01) ;\n' +
    'return (point - planeNormal * d);\n' +
    '}\n' +
    'float distancePointToLine(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt)\n' +
    '{\n' +
    'vec3 tempPt = pointProjectOnPlane(lineNormal, ptOnLine, testPt);\n' +
    'return length(tempPt - ptOnLine);\n' +
    '}\n' +
    'float getDepth(in vec4 depth)\n' +
    '{\n' +
    'float z_window = czm_unpackDepth(depth);\n' +
    'z_window = czm_reverseLogDepth(z_window);\n' +
    'float n_range = czm_depthRange.near;\n' +
    'float f_range = czm_depthRange.far;\n' +
    'return (2.0 * z_window - n_range - f_range) / (f_range - n_range);\n' +
    '}\n' +
    'void main()\n' +
    '{\n' +
    'fragColor = texture(colorTexture, v_textureCoordinates);\n' +
    'float depth = getDepth( texture(depthTexture, v_textureCoordinates));\n' +
    'vec4 viewPos = toEye(v_textureCoordinates, depth);\n' +
    'vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz);\n' +
    'float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz);\n' +
    'float twou_radius = u_radius * 2.0;\n' +
    'if(dis < u_radius)\n' +
    '{\n' +
    'float f0 = 1.0 -abs(u_radius - dis) / u_radius;\n' +
    'f0 = pow(f0, 64.0);\n' +
    'vec3 lineEndPt = vec3(u_scanCenterEC.xyz) + u_scanLineNormalEC * u_radius;\n' +
    'float f = 0.0;\n' +
    'if(isPointOnLineRight(u_scanCenterEC.xyz, u_scanLineNormalEC.xyz, prjOnPlane.xyz))\n' +
    '{\n' +
    'float dis1= length(prjOnPlane.xyz - lineEndPt);\n' +
    'f = abs(twou_radius -dis1) / twou_radius;\n' +
    'f = pow(f, 3.0);\n' +
    '}\n' +
    'fragColor = mix(fragColor, u_scanColor, f + f0);\n' +
    '}\n' +
    '}\n';

  var _Cartesian3Center = Cesium.Cartographic.toCartesian(cartographicCenter);
  var _Cartesian4Center = new Cesium.Cartesian4(_Cartesian3Center.x, _Cartesian3Center.y, _Cartesian3Center.z, 1);
  var _CartographicCenter1 = new Cesium.Cartographic(
    cartographicCenter.longitude,
    cartographicCenter.latitude,
    cartographicCenter.height + 500,
  );
  var _Cartesian3Center1 = Cesium.Cartographic.toCartesian(_CartographicCenter1);
  var _Cartesian4Center1 = new Cesium.Cartesian4(_Cartesian3Center1.x, _Cartesian3Center1.y, _Cartesian3Center1.z, 1);
  var _CartographicCenter2 = new Cesium.Cartographic(
    cartographicCenter.longitude + Cesium.Math.toRadians(0.001),
    cartographicCenter.latitude,
    cartographicCenter.height,
  );
  var _Cartesian3Center2 = Cesium.Cartographic.toCartesian(_CartographicCenter2);
  var _Cartesian4Center2 = new Cesium.Cartesian4(_Cartesian3Center2.x, _Cartesian3Center2.y, _Cartesian3Center2.z, 1);
  var _RotateQ = new Cesium.Quaternion();
  var _RotateM = new Cesium.Matrix3();
  var _time = new Date().getTime();
  var _scratchCartesian4Center = new Cesium.Cartesian4();
  var _scratchCartesian4Center1 = new Cesium.Cartesian4();
  var _scratchCartesian4Center2 = new Cesium.Cartesian4();
  var _scratchCartesian3Normal = new Cesium.Cartesian3();
  var _scratchCartesian3Normal1 = new Cesium.Cartesian3();
  var ScanPostStage = new Cesium.PostProcessStage({
    fragmentShader: ScanSegmentShader,
    uniforms: {
      u_scanCenterEC: function () {
        return Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
      },
      u_scanPlaneNormalEC: function () {
        var temp = Cesium.Matrix4.multiplyByVector(
          viewer.camera._viewMatrix,
          _Cartesian4Center,
          _scratchCartesian4Center,
        );
        var temp1 = Cesium.Matrix4.multiplyByVector(
          viewer.camera._viewMatrix,
          _Cartesian4Center1,
          _scratchCartesian4Center1,
        );

        _scratchCartesian3Normal.x = temp1.x - temp.x;
        _scratchCartesian3Normal.y = temp1.y - temp.y;
        _scratchCartesian3Normal.z = temp1.z - temp.z;
        Cesium.Cartesian3.normalize(_scratchCartesian3Normal, _scratchCartesian3Normal);

        return _scratchCartesian3Normal;
      },
      u_radius: function () {
        return radius * 1;
      },
      u_scanLineNormalEC: function () {
        var temp = Cesium.Matrix4.multiplyByVector(
          viewer.camera._viewMatrix,
          _Cartesian4Center,
          _scratchCartesian4Center,
        );
        var temp1 = Cesium.Matrix4.multiplyByVector(
          viewer.camera._viewMatrix,
          _Cartesian4Center1,
          _scratchCartesian4Center1,
        );
        var temp2 = Cesium.Matrix4.multiplyByVector(
          viewer.camera._viewMatrix,
          _Cartesian4Center2,
          _scratchCartesian4Center2,
        );

        _scratchCartesian3Normal.x = temp1.x - temp.x;
        _scratchCartesian3Normal.y = temp1.y - temp.y;
        _scratchCartesian3Normal.z = temp1.z - temp.z;
        Cesium.Cartesian3.normalize(_scratchCartesian3Normal, _scratchCartesian3Normal);
        _scratchCartesian3Normal1.x = temp2.x - temp.x;
        _scratchCartesian3Normal1.y = temp2.y - temp.y;
        _scratchCartesian3Normal1.z = temp2.z - temp.z;

        var tempTime = ((new Date().getTime() - _time) % duration) / duration;

        Cesium.Quaternion.fromAxisAngle(_scratchCartesian3Normal, tempTime * Cesium.Math.PI * 2, _RotateQ);
        Cesium.Matrix3.fromQuaternion(_RotateQ, _RotateM);
        Cesium.Matrix3.multiplyByVector(_RotateM, _scratchCartesian3Normal1, _scratchCartesian3Normal1);
        Cesium.Cartesian3.normalize(_scratchCartesian3Normal1, _scratchCartesian3Normal1);

        return _scratchCartesian3Normal1;
      },
      u_scanColor: scanColor,
    },
  });

  viewer.scene.postProcessStages.add(ScanPostStage);

  return ScanPostStage;
}

/**
     *添加区域雷达扫描
     返回当前雷达扫描对象
    * */
export function addRadarScan(viewer, data) {
  viewer.scene.globe.depthTestAgainstTerrain = true; //防止移动、放大缩小会视觉偏移depthTestAgainstTerrain // 设置该属性为true之后，标绘将位于地形的顶部；如果设为false（默认值），那么标绘将位于平面上。缺陷：开启该属性有可能在切换图层时会引发标绘消失的bug。

  var CartographicCenter = new Cesium.Cartographic(Cesium.Math.toRadians(data.lon), Cesium.Math.toRadians(data.lat), 0); //中心位子

  return AddRadarScanPostStage(viewer, CartographicCenter, data.radius, data.scanColor, data.interval);
}
